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6,915 Commits over 1,127 Days - 0.26cph!

7 Days Ago
Item pool 512 -> 2,048 We really should have a bigger default item pool. We are consistently overflowing it. - Do Remove works in batches - Loot container resets in batches
7 Days Ago
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain - Fixed sprinklers sometimes having a null fuel type for .1 seconds - Fixes radwater tint flicker on circuit and output changes
7 Days Ago
Radwater splashes use green effect variants; sprinklers no longer start with plain water - Viewmodel support - Water gun/pistol support - ParticleSystemTint is no longer an IEffect
7 Days Ago
Merge fixes
7 Days Ago
network_lods -> main (off by default)
7 Days Ago
main -> network_lods (breaking)
9 Days Ago
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9 Days Ago
- Net LODs use 16m position cells for all ranges instead of cached group lists - Set network lods to be off by default - Profiling - Code cleanup
10 Days Ago
Cleaner way for the client to grab lod ring on its side
10 Days Ago
Minor code cleanup
11 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
11 Days Ago
main -> network_lods
11 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
11 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
11 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
11 Days Ago
More merge fixes - Codegen
11 Days Ago
Merge fixes
11 Days Ago
Fix entering play mode trying to change generate biome/place monument settings
11 Days Ago
simple_creator_v2 -> main
11 Days Ago
main -> character_customisation (breaking)
11 Days Ago
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
11 Days Ago
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
12 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
12 Days Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
12 Days Ago
Ensure global map markers skip the LOD system
12 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
13 Days Ago
Swap tick based LOD to a time based one so we can support running on low fps servers
13 Days Ago
radwater_color -> main
13 Days Ago
Minor colour changes
13 Days Ago
Tint radioactive water a slight green colour Affects: throws, sprinklers, etc
13 Days Ago
pt_boat_scientists_ignoreplayer -> main
13 Days Ago
Swap over Check.cs methods to be extensions
13 Days Ago
Pt boat scientists respect Convar.AI.ignoreplayers
13 Days Ago
Test if Rust.Application.Startup() actually runs in a build - seems like it could've been skipped and left isPlaying as false Should fix UI country selection being empty as well as UI_StoreCarrouselButton.Init and StyleAsset.ShouldTween not working properly
13 Days Ago
country_ui_empty_list_fix -> main
13 Days Ago
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
13 Days Ago
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
13 Days Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
14 Days Ago
full_parented_mounting -> main
14 Days Ago
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14 Days Ago
Profiling
14 Days Ago
Fix bugs with group change polling
14 Days Ago
Delete old tests
14 Days Ago
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
14 Days Ago
Compile fix
14 Days Ago
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
14 Days Ago
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
14 Days Ago
pt_boat_turret_rewrite -> main
17 Days Ago
menu_alloc_fix -> main
17 Days Ago
Stop UI_Hero_Twitch drops allocating 60B/s whilst the menu is open